Enemy Spawning Methods - Sprint 2
Author: Tyler Sessler
Playing the logic for an enemy spawner has its advantages in a few locations. After thinking it out, I came up with three places- a component attached to the player, an actor with spawning logic inside, or a behavior tree setup. The component method allows spawning logic to be handled more directly based off of player information- most notably health, level, or player position. An invisible actor allows you to place them around the world in key locations, making for well-controlled scenarios. Using a behavior tree gives a sense of logic to spawning mechanics, having more complex solutions or algorithms able to take place.
In the end, I am going with the component solution. For Proving Grounds, enemy density is a major design of the game. Having them always near and in plenty is crucial. Not to mention there will be less enemies "free roaming" the map in random spots. This will ultimately save performance for an already resource intensive task. After placing the component on the player, I now have access to player information as well, which can provide an interesting scaling modifier or logic depending on the current situation you may find yourself in.
Get Proving Grounds
Proving Grounds
A arena based roguelike horde survival themed around the divine
Status | In development |
Author | NullNotZero |
Tags | Bullet Hell, Hack and Slash, Isometric, Roguelite |
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